axmol/cocos2dx/touch_dispatcher/CCTouchDelegateProtocol.h

180 lines
5.4 KiB
C++

/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2009 Valentin Milea
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__
#define __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__
#include "cocoa/CCObject.h"
#include "ccConfig.h"
NS_CC_BEGIN
class Touch;
class Event;
class Set;
class TouchDispatcher;
/**
* @addtogroup input
* @{
*/
class CC_DLL TouchDelegate
{
public:
/**
* @js NA
* @lua NA
*/
TouchDelegate() {}
/**
* @js NA
* @lua NA
*/
virtual ~TouchDelegate()
{
}
/**
* @js NA
* @lua NA
*/
virtual bool ccTouchBegan(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent); return false;};
// optional
/**
* @js NA
* @lua NA
*/
virtual void ccTouchMoved(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchEnded(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchCancelled(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
// optional
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesBegan(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesMoved(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesEnded(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesCancelled(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
};
/**
@brief
Using this type of delegate results in two benefits:
- 1. You don't need to deal with Sets, the dispatcher does the job of splitting
them. You get exactly one UITouch per call.
- 2. You can *claim* a UITouch by returning true in ccTouchBegan. Updates of claimed
touches are sent only to the delegate(s) that claimed them. So if you get a move/
ended/canceled update you're sure it's your touch. This frees you from doing a
lot of checks when doing multi-touch.
(The name TargetedTouchDelegate relates to updates "targeting" their specific
handler, without bothering the other handlers.)
@since v0.8
*/
class CC_DLL TargetedTouchDelegate : public TouchDelegate
{
public:
/** Return true to claim the touch.
@since v0
*/
virtual bool ccTouchBegan(Touch *pTouch, Event *pEvent) { CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);return false;};
// optional
/**
* @js NA
* @lua NA
*/
virtual void ccTouchMoved(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchEnded(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchCancelled(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
};
/** @brief
This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Canceled).
@since v0.8
*/
class CC_DLL StandardTouchDelegate : public TouchDelegate
{
public:
// optional
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesBegan(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesMoved(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesEnded(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesCancelled(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
};
// end of input group
/// @}
NS_CC_END
#endif // __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__